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Engine.SkeletalMeshActorMAT

Extends
SkeletalMeshActor
Modifiers
native ( Anim ) placeable

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Advanced version of SkeletalMeshActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.SkeletalMeshActor
      |   
      +-- Engine.SkeletalMeshActorMAT

Direct Known Subclasses:

SkeletalMeshActorMATSpawnable

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
Array<AnimNodeSlot>SlotNodes
Inherited Variables from Engine.SkeletalMeshActor
FacialAudioComp, LightEnvironment, ReplicatedMesh, SkeletalMeshComponent
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
event BeginAnimControl (Array<AnimSet> InAnimSets))
event FinishAnimControl ()))
function MAT_BeginAnimControl (Array<AnimSet> InAnimSets)
function MAT_FinishAnimControl ()
function MAT_SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)
function MAT_SetAnimWeights (Array<AnimSlotInfo> SlotInfos)
function MAT_SetMorphWeight (name MorphNodeName, float MorphWeight)
function MAT_SetSkelControlScale (name SkelControlName, float Scale)
event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping))
event SetAnimWeights (Array<AnimSlotInfo> SlotInfos))
event SetMorphWeight (name MorphNodeName, float MorphWeight))
event SetSkelControlScale (name SkelControlName, float Scale))
Inherited Functions from Engine.SkeletalMeshActor
BeginAnimControl, DoKismetAttachment, FinishAnimControl, GetActorFaceFXAsset, GetFaceFXAudioComponent, IsActorPlayingFaceFXAnim, OnPlayFaceFXAnim, OnSetMaterial, OnSetSkeletalMesh, OnToggle, PlayActorFaceFXAnim, PostBeginPlay, ReplicatedEvent, SetAnimPosition, SetAnimWeights, StopActorFaceFXAnim
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

SlotNodes Source code

var transient Array<AnimNodeSlot> SlotNodes;
Array of Slots


Functions Detail

BeginAnimControl Source code

simulated event BeginAnimControl ( Array<AnimSet> InAnimSets) )
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.

FinishAnimControl Source code

simulated event FinishAnimControl ( ) )
Called when we are done with the AnimControl track.

MAT_BeginAnimControl Source code

native function MAT_BeginAnimControl ( Array<AnimSet> InAnimSets )
Start AnimControl. Add required AnimSets.

MAT_FinishAnimControl Source code

native function MAT_FinishAnimControl ( )
End AnimControl. Release required AnimSets

MAT_SetAnimPosition Source code

native function MAT_SetAnimPosition ( name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping )
Update AnimTree from track info

MAT_SetAnimWeights Source code

native function MAT_SetAnimWeights ( Array<AnimSlotInfo> SlotInfos )
Update AnimTree from track weights

MAT_SetMorphWeight Source code

native function MAT_SetMorphWeight ( name MorphNodeName, float MorphWeight )

MAT_SetSkelControlScale Source code

native function MAT_SetSkelControlScale ( name SkelControlName, float Scale )

SetAnimPosition Source code

simulated event SetAnimPosition ( name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping) )
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

SetAnimWeights Source code

simulated event SetAnimWeights ( Array<AnimSlotInfo> SlotInfos) )
Called each from while the Matinee action is running, to set the animation weights for the actor.

SetMorphWeight Source code

event SetMorphWeight ( name MorphNodeName, float MorphWeight) )
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetSkelControlScale Source code

event SetSkelControlScale ( name SkelControlName, float Scale) )
Called each frame by Matinee to update the scaling on a SkelControl.


Defaultproperties

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0'
      Animations=None
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0'
   End Object
   SkeletalMeshComponent=SkeletalMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Begin Object Class=AudioComponent Name=FaceAudioComponent ObjName=FaceAudioComponent Archetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent'
      ObjectArchetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent'
   End Object
   FacialAudioComp=FaceAudioComponent
   Components(0)=MyLightEnvironment
   Components(1)=SkeletalMeshComponent0
   Components(2)=FaceAudioComponent
   CollisionComponent=SkeletalMeshComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__SkeletalMeshActorMAT"
   ObjectArchetype=SkeletalMeshActor'Engine.Default__SkeletalMeshActor'
}

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Creation time: sk 18-3-2018 10:00:44.294 - Created with UnCodeX